High-low card game

ABSTRACT

A method of playing a card game is disclosed in which a player attempts to determine if the value of a card will be higher or lower than another card. In one embodiment, the method includes the steps of a player placing a wager, displaying to the player a first card from a deck of cards, the player selecting whether a second card from the deck of cards will have a value higher or lower than the first card, displaying to the player the second card, determining a result by comparing the second card to the first card, comparing the result with the player&#39;s selection, and declaring the outcome of the game a losing outcome if the selection differs from the result and declaring the outcome of the game a winning outcome if the selection is the same as the result. In the event the outcome is a winning outcome, the player is permitted to continue play by selecting whether a next card will have a value higher or lower than another card. In one embodiment, cards are arranged in two rows and a card from one row is displayed and a card from the second row compared to the card from the first row. In another embodiment, the cards are displayed in sequence, and each successive card is compared to the last. In one embodiment, a player is paid winnings if the player correctly determines the outcome of the comparison of a predetermined number of pairs of cards.

FIELD OF THE INVENTION

[0001] The present invention relates to a method of playing a game and a device for presenting a game for play by one or more players.

BACKGROUND OF THE INVENTION

[0002] Gaming is an industry which has grown immensely in the last few decades. This growth has seen legalized gaming spread from just a few locations to many throughout the world, and has resulted in greater numbers of people than ever participating in gaming. Gaming originally comprised mainly “table” games, such as poker, craps and blackjack. Today, a wide range of machine based games exist, including the well known mechanical reel-type slot machine and new and more sophisticated video style slot and poker machines.

[0003] One problem facing game manufacturers is the need to continually create new and exciting games to maintain the interest of the public. This is more difficult than it appears at first glance. Of course, to be successful, the new game must appeal to the player to generate a profitable revenue. The gross revenue generated by a game is based on a variety of factors, such the length of time each player plays, the amount wagered, and the average percentage “take” of the game. If the “take” is too high, a player is generally unwilling to play. If the “take” is very low, then it is necessary to ensure that the game is played nearly continuously so that revenue is constantly being derived. When players play a game for only short periods of time, the revenue of the game is generally reduced because of “idle” time between players. The amount wagered also contributes to the revenue. In general, if the amount that a player is willing to bet can be increased, either on each game or over time, then the revenue of the game will generally increase. These and a variety of other factors all contribute to the total revenue produced by a game.

[0004] The ability of a game to generate a profit is dependent not only upon the gross revenue produced by the game, but the cost of producing and operating the game device. A game may be very appealing, but if extremely expensive to produce, its revenue may not exceed its costs. Profitability is thus tied to both the cost of the game and the ability of the game to generate revenue.

[0005] The appeal of a game and the length of time a player will play a game are dependent upon a number of factors. These factors include some of those described above, such as the odds or take, and on a variety of other factors. For example, a game which is very difficult to understand and play tends to draw a few long-term players, while the majority of players are alienated. A few players may take to the game, while most will be alienated and play once or twice. A game which involves little skill may appeal to a wide cross-section of the public because of its ease of play. On the other hand, the length of time a player may play such a game may be fairly short, with the player losing interest unless “luck” is on their side and they see consistent winnings during a session of play.

[0006] Thus, it is desirable to produce a game which attracts a wide audience and which keeps the attention of a player for long periods of time.

SUMMARY OF THE INVENTION

[0007] A method of playing a card game is disclosed. In general, the game is one in which a player attempts to determine if the value or rank of a card will be higher or lower than another card.

[0008] In one embodiment, the method includes the step of a player placing a wager. A first card is displayed to the player. The player then selects whether a second card will have a value higher or lower than the first card. The second card is then displayed to the player. A result is then determined by comparing the second card to the first card, and this result is compared to the player's selection. The outcome of the event is declared a losing outcome if the selection differs from the result and declared a winning outcome if the selection is the same as the result.

[0009] In the event the outcome is a winning outcome, the player is permitted to continue play by selecting whether a next card will have a value higher or lower than another card, such as the previously displayed card. In one embodiment, the player may elect to cease playing and be awarded a winning for the winning outcome. In one embodiment, the winnings awarded increase as play continues. In one embodiment, if the player continues to play and receives a winning outcome over a predetermined number of consecutive events, then the player may be awarded a bonus winning.

[0010] In one embodiment, cards are arranged in two rows and a card from one row is displayed and a card from the second row compared to the card from the first row. In one arrangement of this embodiment, two rows of 10 cards are provided, such that there are 10 “pairs” of cards. A player is paid a winning bonus if the player correctly determines the outcome of the 10 pairs of cards. In this embodiment, all ten cards of a first row may be immediately displayed and then the player compares each card of the second row to the corresponding card of the first row. In another embodiment, one card from the first row is displayed and then a comparison is made regarding a corresponding card before the other card(s) in that first row are displayed.

[0011] In another embodiment, the cards are displayed in sequence, and each successive card is compared to the last. In one arrangement of this embodiment, 10 cards are arranged in sequence, and play begins with the first card being displayed and a selection made as to the second card compared to the first. In this embodiment, a player is paid a bonus winning if the player correctly determines the outcome of all displayed cards.

[0012] In one embodiment, a player's selection is limited to “high” or “low.” The outcome of the comparison, however, may be that the second card has a higher value, a lower value, or the same value. In this manner, the house is provided with a betting advantage over the player. In another embodiment, the player may be permitted to select that the cards will have the same value or rank. In another embodiment, the game may be declared a “draw” (i.e., no win/no lose) if the cards have the same value (i.e. the player is not awarded winnings nor does the player lose his bet), and the player may be permitted to continue play. In another embodiment, in the event the cards have the same value, the player may automatically be declared the winner of the event (i.e. the player is given the betting advantage).

[0013] In one or more embodiments, the cards are selected from a standard deck of 52 cards comprising 13 cards of each of four suits. In another embodiment, less than all of the cards of a deck of cards may be used, or cards having indicia other than those of a standard deck of cards may be used. In another embodiment, items other than cards may be used in the game.

[0014] In a preferred embodiment, the game is presented on an electro-mechanically controlled machine which includes a video display on which the cards or other indicia are displayed.

[0015] In one embodiment, a player may be required to engage in a qualifying event to begin play of the game.

DESCRIPTION OF THE DRAWINGS

[0016]FIG. 1 illustrates a gaming apparatus in accordance with an embodiment of the present invention;

[0017]FIG. 2 is a flow diagram illustrating a method of playing a game in accordance with an embodiment of the present invention;

[0018] FIGS. 3(a)-(c) illustrate an example sequence of game play in accordance with an embodiment of the present invention;

[0019]FIG. 4 is a flow diagram illustrating a method of playing the game in accordance with an embodiment of the present invention;

[0020]FIG. 5 illustrates another arrangement of game play in accordance with the present invention.

DETAILED DESCRIPTION OF THE INVENTION

[0021] The invention is the method of playing a game and one or more apparatus for presenting a game for play. In the following description, numerous specific details are set forth in order to provide a more thorough description of the present invention. It will be apparent, however, to one skilled in the art, that the present invention may be practiced without these specific details. In other instances, well-known features have not been described in detail so as not to obscure the invention.

[0022]FIG. 1 illustrates a gaming apparatus 20 arranged to present such a game in accordance with one embodiment of the invention. The apparatus 20 may have a variety of forms and configurations. As illustrated, the apparatus includes a cabinet 22 for housing and supporting systems and apparatus necessary to present the game to a player.

[0023] The apparatus 20 includes means for displaying game indicia. In one or more embodiments the means comprises a video display 24. The video display 24 may comprise a CRT, flat screen (such as LCD) or other means for displaying indicia. As described below, means are provided for causing the video display 24 to display images. This means may include a video controller.

[0024] The apparatus 20 includes a mechanism for accepting a wager. As illustrated, a coin accepting mechanism 26 is provided for accepting coins. A bill acceptor 28 is provided for accepting bills. Other mechanisms may be provided for accepting a wager, such as card or ticket readers or input devices whereby a player may have funds paid from a remote account. A “play credit” button 30 and a “bet max” button 32 may also be provided for permitting a player to place wagers from a pool of credits won or paid by a player. The gaming apparatus 20 may be adapted to accept a variety of coins, such as dimes, quarters, or silver dollars. In one or more embodiments, playing a single credit comprises playing an amount of one of the accepted coins, and playing a maximum bet comprises playing or betting an amount comprising a multiple of the value of a single of the accepted coins.

[0025] The gaming apparatus 20 includes a means for paying a player winnings. When a player wins a game, the player is preferably paid in the form of stored credits, the amount of which is indicated to the player. Preferably a “cash out” button 34 is provided for permitting a player to be paid the winnings or any paid credits. In one embodiment, the means for paying a player comprises a coin dispenser for dispensing coins to a coin tray 36. A player may also be paid their winnings on a player card, as described below, in electronic form.

[0026] The gaming apparatus 20 preferably includes a controller (not shown). The controller controls the game, including receiving player input and sending output signals for controlling the various components of the apparatus 20. The controller may be configured to receive input in the form of a play credit signal when the play credit button 30 is depressed, and a credits insert signal when a player inserts bills or coins. The controller may also be configured to send signals for causing the coin dispenser to pay winnings and for causing a display to display winning information amount. In addition, the controller is preferably configured to determine if the result of the game, or portion thereof, has resulted in a win, and if so, the amount to be paid to the player for that win.

[0027] The number of winning combinations, the odds of receiving a winning combination and the payout for each winning combination may vary, as is well known in the art. It will also be appreciated that a player may be paid more for a winning combination when the player places a larger wager. In this regard, the player may be presented with a pay table which indicates the payout for each winning result based on the wager placed by the player.

[0028] The controller may comprise one or more than one element, and may comprise hardware and/or software, such as code executable by a processor. The code may be stored in the appropriate data storage device, such as a hard drive or memory chip, or be integrated into a micro-processor chip. The controller may be part of an integrated system, or be self-contained. The arrangements of such a controller and the principles of odds, payouts, and the like are well known to those of skill in the art.

[0029] In one or more embodiments, the apparatus 20 includes one or more other player input devices. For implementing one embodiment of a method of the invention, the apparatus 20 is provided with a “HIGHER” selector or input button 40 and a “LOWER” selector or input button 42. As described below, a player may utilize these buttons 40,42 to provide input for playing a game.

[0030] In one or more embodiments of the invention, the gaming apparatus 20 may be provided with a player card (not shown). The card may have a variety of features. In one or more embodiments, the card may comprise a player tracking card as is known in the art. In this regard, the card may be used to store player identification information, or an identification code associated with player information stored elsewhere. For example, a gaming establishment may reward players for their play and continued play over time. When a player begins playing a game in accordance with the invention, the player may insert their card into a card reader 38 or similar device provided by the gaming apparatus 20. The information associated with the card is transferred to the gaming apparatus or system associated therewith for use by the gaming establishment. In addition, the information may be transferred to the card and stored thereon. The gaming establishment may provide awards, such as food or money, to reward the player for their play. The awards may be based upon a number of points generated by a player associated with their play, such as the length of time of play. The gaming establishment may update the points awarded to a player at the end of each gaming session in which the player participates.

[0031] A method of playing a game in accordance with one embodiment of the invention will now be described. In one or more embodiments, the game is presented for play on an apparatus 20 such as that illustrated in FIG. 1, and reference is made herein to such an apparatus. Of course, a game played in accordance with the invention may be presented on a wide variety of gaming devices other than that specifically illustrated and described herein.

[0032] Referring to FIG. 2, in a preferred embodiment of the invention, in a first step S1, a player provides monetary input, such as by inserting coins to the coin acceptor 26, bills to the bill acceptor 28, or the like. Next, in a step S2, the player places a wager or a bet. In one or more embodiments, this may be accomplished by the player depressing one or more times the play credit button 30, or depressing the bet max button 32.

[0033] In a step S3, the player is shown a first indicia. In a preferred embodiment, the first indicia comprises a playing card illustrated in a face-up position. Preferably, the playing card is selected randomly from a simulated deck or decks of playing cards, such as the well-known grouping or deck comprising 52 cards having the indicia 2, 3, 4, 5, 6, 7, 8, 9, 10, J, Q, K and A in each of four distinguishing suits.

[0034] As will be appreciated, in the event the game is being presented by an apparatus 20 such as that described above, an image of a playing card is displayed on or by the display 24. In one embodiment, each card has the value commonly associated with that card, with the ranking of value in the order of lowest to highest being 2, 3, 4, 5, 6, 7, 8, 9, 10, J, Q, K and A. In another embodiment, “aces” (i.e. A) may have the lowest value instead of the highest value.

[0035] In one embodiment, the controller of the apparatus 20 is provided with a random number generator or other means for randomly selecting the card to be displayed from the group of possible cards to be displayed. In one embodiment, the group of possible cards to display comprises only the cards of a single deck of cards. In another embodiment, the group includes the cards of more than one deck.

[0036] In a step S4, the player chooses whether a next card to be displayed will have a value which is higher or lower than the first card. In one embodiment, this selection may be made with the “HIGHER” or “LOWER” buttons 40,42.

[0037] In a step S5, once the player has made a selection, the next card is turned over (as detailed below, in one embodiment of the method, a plurality of cards may be displayed back-side up at the beginning of the game, and then the cards turned over to display the card indicia) or displayed.

[0038] In a step S6, it is determined if the player's choice is correct by comparing the value of the card just turned over or displayed with the previously displayed card. A determination is made as to whether the value of the most recently displayed card is higher or lower than the value of the previous card. This result is compared against the selection made by the player to determine if the player's selection was correct.

[0039] In a step S7, if the player's selection was incorrect (i.e. the player selected “LOWER” and the result was higher or the value was the same, or if the player selected “HIGHER” and the result was lower or the value was the same) then the player is declared a loser of the game. In one or more embodiments, if the player is declared a loser, then the player loses their bet and is not awarded any winnings.

[0040] If the player has chosen correctly, then in a step S8 it is determined if the most recently displayed card was the final card of the game. In a preferred embodiment, a completed game comprises a player correctly selecting the comparative values of ten successive cards. In other words, a first card is displayed, and then the player selects a comparative value of a second card, and so on, until an eleventh card is displayed and its comparative value to the tenth card is correctly determined.

[0041] If in step S8 it is determined that this was the final card then in a step S9 the player is paid an award. In a preferred embodiment, this award comprises a jackpot award, as described in more detail below.

[0042] If in step S8 it is determined that the most recently displayed card was not the last card of the game, then in a step S10 it is determined if the player wishes to proceed with the game. If not, then in a step S11 the player is paid any winnings to which the player is entitled at that point of the game, and then the game ends. A player may elect to continue the game or not by pressing the stop/cash out button 34 or by providing other input. The apparatus 20 may be configured to display a query to the player at this point of the game to prompt the player for an input.

[0043] If in step S10 the player wishes to continue the game, then the game continues back at step S4 where the player must make a selection as to whether the next card to be displayed will have a value which is higher or lower than the previously displayed card. The next card is then displayed and the game continues as described above.

[0044] An example of a sequence of play of a game in accordance with this method will be described with reference to FIGS. 3(a)-3(c). As described above, a player first provides credits and places a bet. The first card is then displayed. As illustrated in FIG. 3(a), this card is the ace of spades (A

). The player next makes a selection as to whether the player believes the value of the next card to be displayed will be higher or lower than this first card. Presume that the player selects lower, and then the next card is displayed. As illustrated in FIG. 3(b), this card may be the eight of hearts (8

). Thus, the player's selection was correct, as the value of this card is indeed lower than the value of the previous card (A

).

[0045] Referring to FIG. 3(c), a player may then select whether a next card will have a value higher than the previous displayed card, i.e., the eight of hearts (8

). If the player makes the correct selections, the player may play the game until ten successive cards are displayed after the first. As described above, if the player's selections are correct, then the player is awarded winnings.

[0046] In one embodiment of the invention, the player is only permitted to select that the value of the next successive card will be higher or lower than the value of the previous card. It will be appreciated that the two cards may have the same value. In such instance, the player may be declared a loser. In this arrangement, the odds of the player winning the game are skewed in favor of the house or operator. In another embodiment, in the event of a “tie” where the values are the same, the player may be declared a winner and the player permitted to continue the game.

[0047] In another embodiment, the player may be permitted to select from the options of “higher,” “lower” or “equal.” In such event, the apparatus 20 for implementing the game may be provided with one or more input devices permitting such selections.

[0048] In one embodiment, all of the cards for the game are displayed in their face-down position when the game begins. Each card is turned over in succession as the game continues. This embodiment has the advantage that the player is provided with a visual indication of the total number of cards comprising the game. In another embodiment, each card is displayed in succession.

[0049] In another embodiment of the invention, the player selects whether the value of the next card to be displayed has a value which is higher or lower than the first displayed card, and not the previous card. For example, with reference to FIG. 3(a), in this embodiment, the player would select whether each successive card has a value higher or lower than the A

(the first card).

[0050] Another embodiment of a method of the invention will be described with reference to FIG. 4. In a first step S101, a player provides monetary input, such as by inserting coins to the coin acceptor 26, bills to the bill acceptor 28, or the like. Next, in a step S102, the player places a wager or a bet. In one or more embodiments, this may be accomplished by the player depressing one or more times the play credit button 30, or depressing the bet max button 32.

[0051] In a step S103, the player is shown a first card of a pair of cards (or other indicia as described herein). Next, in a step S104, the player chooses whether a second card of the pair of cards to be displayed will have a value which is higher or lower than the first card. In one embodiment, this selection may be made with the “HIGHER” or “LOWER” buttons 40,42.

[0052] In a step S105, once the player has made a selection, the mating or second card of the pair is turned over or displayed.

[0053] In a step S106, it is determined if the players choice is correct by comparing the value of the card just turned over or displayed with the previously displayed card. A determination is made as to whether the value of the most recently displayed card is higher or lower than the value of the previous card. This result is compared against the selection made by the player to determine if the player's selection was correct.

[0054] In a step S107, if the player's selection was incorrect (i.e. the player selected “LOWER” and the result was higher or the value was the same, or if the player selected “HIGHER” and the result was lower of the value was the same) then the player is declared a loser of the game. In one or more embodiments, if the player is declared a loser, then the player loses their bet and is not awarded any winnings.

[0055] If the player has chosen correctly, then is a step S108 it is determined if the most recently displayed card was the final card of the game. In a preferred embodiment, a completed game comprises a player correctly selecting the comparative values of ten successive pairs of cards.

[0056] If in step S108 it is determined that this was the final pair of cards then in a step S109 the player is paid an award. In a preferred embodiment, this award comprises a jackpot award, as described in more detail below.

[0057] If in step S108 it is determined that the most recently displayed card was not part of the last pair of cards of the game, then in a step S110 it is determined if the player wishes to proceed with the game. If not, then in a step S111 the player is paid any winnings to which the player is entitled at that point of the game, and then the game ends. A player may elect to continue the game or not by pressing the stop/cash out button 34 or by providing other input. The apparatus 20 may be configured to display a query to the player at this point of the game to prompt the player for an input.

[0058] If in step S110 the player wishes to continue the game, then the game continues back at step S103, where the first card of the next set or pair of cards is displayed, and where the player must make a selection as to whether the second card of that pair to be displayed will have a value which is higher or lower than the previously displayed card. The next card is then displayed and the game continues as described above.

[0059] As illustrated in FIG. 5, in this embodiment, the cards may be displayed in two rows: a top row and a bottom row, with one card from the bottom row corresponding to one of the cards of the top row. In this method, the card of the top row may be displayed, with the player then selecting whether the corresponding card in the second row has a value which is higher or lower than that of the first card. If the player's selection is correct, then the next card from the top row may be displayed, with the player then selecting whether the corresponding card in the second row has a value which is higher or lower. In this arrangement, a plurality of pairs of cards may be displayed.

[0060] In one embodiment of this method, all of the cards of the top row may be displayed to the player at the beginning of the game. In this arrangement, the player is able to see, for example, ten of the cards used in the game, providing some indication to the player of the values of the remaining cards and thus aiding in the selection of the values thereof.

[0061] In one or more embodiments of the invention, the indicia which are utilized to play the game may comprise other than playing cards or images of playing cards. For example, squares, blocks or other elements may be displayed, each having a numerical value. Cubes having sides numbered 1-10 may be utilized. In other embodiments, other items or indicia having values or rankings (i.e. superior/inferior) may be used. For example, colored shapes may be used, with the shapes having a ranking. Simple numbers may be used, such as the numbers 1-100. Indicia that have known values such as “poker hands” may also be used. For example, the player may be shown a full house and has to decide if the next hand will be superior or inferior.

[0062] As stated above, when cards are utilized, the cards may be selected from a single deck or more than one deck. In one embodiment, some but not all cards of a deck may be utilized. For example, the cards 2-10 of a deck may be utilized (thus excluding the cards J, Q, K, and A).

[0063] In one or more embodiments, there may be a wild card, indicia (i.e. a joker). In such an embodiment the player would get to choose the value of the card. In such even the odds of the player winning are skewed in the player's favor.

[0064] In a preferred embodiment, a player with a winning outcome is entitled to receive an award. The winnings awarded preferably increase as play continues. In the event a player continues to play and loses, the player loses their bet and is not awarded any winnings. The amount of the award may also be dependent upon the amount bet or wagered by the player.

[0065] In a preferred embodiment, a player who wins a predetermined number of consecutive events (i.e. one row of ten cards or two rows of ten cards) is entitled to/may be awarded a jackpot or bonus. In one embodiment the bonus is a predetermined amount. In another embodiment, the award of the bonus is dependent on an additional bet, or may comprise a moving value jackpot (such as based upon the amount of play and time from the payment of the last jackpot). In another embodiment, the amount of the bonus is based on a qualifying event as discussed below.

[0066] As described above, a gaming event comprises the providing of indicia (i.e. playing cards), the display of the first indicia, followed by a player selecting whether a second indicia will be higher or lower than the first indicia, the display of the second indicia (and finally) a comparison of the two indicia to determine if the selection is correct (and finally the permitting of a player to engage in another event if the selection is correct).

[0067] In one or more embodiments, a player may be required to qualify to participate in the game. In one embodiment, a player places a bet or ante. A player then selects whether the outcome of the roll of two die will be “high” (comprising a die total 7-12) or “low” (comprising a die total 1-5). Two die are then rolled (as in a computer simulation displayed on the display), and the player's selection compared to the result. If the player's selection is correct, then the player is entitled to begin the game as described above (i.e. the first card or cards are displayed as in step S3 of FIG. 2 or step S103 of FIG. 4). If the player's selection is incorrect, then the player loses his bet and must place a new bet in an attempt to qualify to play the game.

[0068] It will be appreciated that a wide variety of qualifying events may be provided. In general, the qualifying events are arranged to generate a house “hold.” This hold, or a portion thereof can then be awarded as winnings to players who are successful in the main game. In one embodiment, the hold (or a portion thereof) is allocated to the bonus or jackpot which is awarded in the event a player correctly wins all events of a game.

[0069] In other embodiments, upon a player qualifying the player may be required to place another bet or ante to begin the game as disclosed. In such an instance the qualifying bet would be allocated to the bonus or jackpot that is awarded and the additional bet to begin play would be allocated to the winnings.

[0070] In one or more embodiments of then invention, the game includes the step of providing the player with information regarding the winnings which will be awarded if the player's decision or selection is correct. For example, when a card is displayed and before the player makes a selection (such as higher or lower), the player may be provided with information regarding the value of the award for a correct selection. The information may comprise information such as “10 credits awarded for correct selection.” If the player's selection is correct, then the player is awarded the 10 credits (or at least is paid so long as the player stops playing before making an incorrect decision, as described above). In one embodiment, an indication is provided to a player of accrued credits which the player is entitled to be paid if the player ceases play before making an incorrect decision. For example, information may be displayed such as “credits accrued.” In one embodiment, the award for each winning selection may increase as the game continues. For example, a player may be awarded 2 credits for making the first correct selection, and 4 credits for the next correct selection, and then 6 credits and so on.

[0071] In another embodiment of the invention, the award for a winning selection may depend upon the selection. For example, the award for selecting “higher” may be different than for selecting “lower” or “equal.” In one embodiment, the value of the award may be associated with the odds of the outcome. For example, if the first card displayed is a Queen (Q), then the award for a player correctly selecting “higher” may be 10 credits, while the award for the player correctly selecting “lower” may be 2 credits. Such an arrangement serves as an incentive for a player to take risks, since there is an associated reward.

[0072] In one or more embodiments of the invention, the game may be presented on a gaming device controlled remotely. For example, game data may be generated at a server computer and then transmitted to one or more individual gaming devices. A wide variety of other devices/systems may be arranged for implementing the game.

[0073] It will be understood that the above described arrangements of apparatus and the method therefrom are merely illustrative of applications of the principles of this invention and many other embodiments and modifications may be made without departing from the spirit and scope of the invention as defined in the claims. 

I claim:
 1. A method of playing a game comprising the steps of: placing a wager; displaying a first indicia from a group of indicia, each indicia of said group of indicia having a value associated therewith; selecting whether a second indicia to be displayed from said group of indicia will have a value higher or lower than said first indicia; displaying the second indicia; determining a result by comparing a value of said second indicia to said first indicia; comparing said result with said selection; declaring the outcome of said game a losing outcome if said selection differs from the result and declaring the outcome of said game a winning outcome if said selection is the same as said result; and awarding a winning if said outcome is a winning outcome.
 2. The method in accordance with claim 1 wherein said indicia comprise cards.
 3. The method in accordance with claim 1 wherein said group of indicia comprises a deck of cards.
 4. The method in accordance with claim 1 wherein if said outcome of said game is a winning outcome, the method including the steps of selecting whether a third indicia to be displayed from said group of indicia will have a value higher or lower than said first indicia, displaying the third indicia, determining a result by comparing a value of said third indicia to said first indicia, comparing said result with said selection, and declaring the outcome of said game a losing outcome if said selection differs from the result and declaring the outcome of said game a winning outcome if said selection is the same as said result.
 5. The method in accordance with claim 1 wherein if said outcome of said game is a winning outcome, the method including the steps of displaying a third indicia from said group of indicia, selecting whether a fourth indicia to be displayed from said group of indicia will have a value higher or lower than said third indicia, displaying the third indicia, determining a result by comparing a value of said fourth indicia to said third indicia, comparing said result with said selection, and declaring the outcome of said game a losing outcome if said selection differs from the result and declaring the outcome of said game a winning outcome if said selection is the same as said result.
 6. The method in accordance with claim 1 wherein if said outcome of said game is a winning outcome, the method including the steps of selecting whether a third indicia to be displayed from said group of indicia will have a value higher or lower than said second indicia, displaying the third indicia, determining a result by comparing a value of said third indicia to said second indicia, comparing said result with said selection, and declaring the outcome of said game a losing outcome if said selection differs from the result and declaring the outcome of said game a winning outcome if said selection is the same as said result.
 7. A method of playing a game comprising the steps of: placing a wager; displaying a first card from a deck of cards; selecting whether a second card from said deck of cards will have a value higher or lower than said first card; displaying said second card; determining a result by comparing said second card to said first card; comparing said result with said selection; declaring the outcome of said game a losing outcome if said selection differs from the result; declaring the outcome of said game a winning outcome if said selection is the same as said result; and if said outcome of said game is a winning outcome, permitting the selecting of whether a third card from said deck of cards will have a value higher or lower than said second card, displaying said third card, determining a result by comparing said third card to said second card, comparing said result with said selection, declaring the outcome of said game a losing outcome if said selection differs from said result, and declaring the outcome of said game a winning outcome if said selection is the same as said result.
 8. The method in accordance with claim 7 including the step of permitting the stopping of said game and paying a winning if said outcome of said game is a winning outcome.
 9. A method of playing a card game comprising the steps of: placing a wager; displaying a card from a sequence of cards of a deck of cards; selecting whether a next card in said sequence of cards will have a value higher or lower than the previously displayed card; displaying said next card; determining a result by comparing said next card to said previous card; and comparing said result with said selection and if the result is the same as said selection, permitting a selection as to whether a next card in said sequence of cards will have a value higher or lower than a previous card.
 10. The method in accordance with claim 9 including the step of paying a wining in the event said result is the same as said selection.
 11. A method of playing a card game comprising the steps of: placing a wager; permitting a player to engage in a gaming event comprising: providing a pair of cards; displaying a first of said cards of said pair; selecting whether a second of said cards of said pair will have a value higher or lower than said first card; displaying said second card; and comparing said first and second cards to determine if said selection is correct; and permitting said player to engage in another event if said selection is correct.
 12. The method in accordance with claim 11 wherein said cards are displayed in sequence and include a first pair having a first card and a second card and, if another event is permitted, a second pair comprising said second card from said first pair and an additional card.
 13. The method in accordance with claim 11 wherein said cards are displayed in two rows and the first card of each pair is displayed in a first row and a second card of each pair is displayed in a second row.
 14. The method in accordance with claim 11 including permitting said player to stop playing said game and receive a winning if said selection is correct.
 15. The method in accordance with claim 11 including paying said player a winning in the event said player is participates in a predetermined number of events.
 16. The method in accordance with claim 11 including the step of awarding a winning if said selection is correct.
 17. The method in accordance with claim 16 wherein said winning is dependent upon the selection.
 18. The method in accordance with claim 17 wherein a larger winning is awarded for selection having lower odds of occurring and a smaller winning is awarded for a selection having higher odds of occurring. 